ISBN:
9781473925243
Language:
English
Pages:
Online Ressource
Edition:
Online-Ausg.
Series Statement:
SAGE research methods. Cases
DDC:
305
Keywords:
Identity (Psychology) Case studies
;
Research
;
Social control Case studies
;
Research
;
Games Case studies
;
Research
;
Identity (Psychology) Case studies Research
;
Social control Case studies Research
;
Games Case studies Research
Abstract:
As part of a larger project addressing (the future of) identity management technologies, the author's wanted to survey public perceptions and use of such technologies. Keen to avoid or at least mitigate the effects of survey fatigue among our respondents, they decided to create a research game. In doing so, they would create for respondents a character and a mission and transform their research questions into game scenarios and challenges. This case study discusses the process involved and the ways that the principles of gamification can be adopted in relatively low-cost ways by researchers working with limited resources. Several matters for consideration and potential drawbacks are also identified and considered; as with any innovative approach, researchers must be reflexive, but they can be rewarded with rich data - and happy respondents
Note:
Includes bibliographical references. - Description based on online resource; title from home page (viewed on November 25, 2015)
,
Specialized
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